Introduction

A work in progress.

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Breakpoints and their implications

GSB has 3 major types of breakpoints

- Shield Resistance vs Shield Penetration (SP)
- Armor Resistance vs Armor Penetration (AP)
- Speed vs Tracking Speed (TS)

## Implications:

A weapon is low-SP if it’s < 10 (cannon break shields)

A weapon is mid-SP if it’s >= 10 but < 27 (breaks frigate shields)

A weapon is high-SP if it’s >= 27 (breaks cruiser shields)

A weapon is low-AP if it’s < 20 (breaks no armor)

A weapon is mid-AP if it’s >= 20 but < 60 (breaks armor intended for AA)

A weapon is high-AP if it’s >= 60 (breaks armor tanks)

A weapon is non-TS if it’s < 0.5 (hits non moving)

A weapon is low-TS if it’s >= 0.5 but < 1 (hits moving cruisers)

A weapon is mid-TS if it’s >= 1 but < 2.5 (hits moving frigates)

A weapon is high-TS if it’s >= 2.5 (hits fighters)

*Note* plasma has reduced chance to hit despite it’s tracking.

This creates 36 combination for weapons

low-SP low-AP non-TS

low-SP low-AP low-TS

low-SP low-AP mid-TS

low-SP low-AP high-TS (anti fighters)

low-SP mid-AP non-TS

low-SP mid-AP low-TS

low-SP mid-AP mid-TS

low-SP mid-AP high-TS (anti fighters)

low-SP high-AP non-TS (anti tank)

low-SP high-AP low-TS (anti tank)

low-SP high-AP mid-TS (anti tank)

low-SP high-AP high-TS (anti tank, anti fighters)

mid-SP low-AP non-TS

mid-SP low-AP low-TS

mid-SP low-AP mid-TS (anti frigates)

mid-SP low-AP high-TS (anti frigates, anti fighters)

mid-SP mid-AP non-TS

mid-SP mid-AP low-TS

mid-SP mid-AP mid-TS (anti frigates)

mid-SP mid-AP high-TS (anti frigates, anti fighters)

mid-SP high-AP non-TS (anti tank)

mid-SP high-AP low-TS (anti tank)

mid-SP high-AP mid-TS (anti tank, anti frigates)

mid-SP high-AP high-TS (anti tank, anti frigates, anti fighters)

high-SP low-AP non-TS

high-SP low-AP low-TS (anti cruisers)

high-SP low-AP mid-TS (anti cruisers, anti frigates)

high-SP low-AP high-TS (anti cruisers, anti frigates, anti fighters)

high-SP mid-AP non-TS

high-SP mid-AP low-TS (anti cruisers)

high-SP mid-AP mid-TS (anti cruisers, anti frigates)

high-SP mid-AP high-TS (anti cruisers, anti frigates, anti fighters)

high-SP high-AP non-TS (anti tank)

high-SP high-AP low-TS (anti tank, anti cruisers)

high-SP high-AP mid-TS (anti tank, anti cruisers, anti frigates)

high-SP high-AP high-TS (anti tank, anti cruisers, anti frigates, anti fighters)

Not all combination serves a purpose. Those with no roles tend to be uninteresting, those with too much roles might be too universal for a strategy game. Therefore, by looking at only those with 1 - 2 roles, we now have 19 combination. which can be broken down into 5 categories.

## Anti Tank

low-SP high-AP non-TS

low-SP high-AP low-TS

low-SP high-AP mid-TS

mid-SP high-AP non-TS

mid-SP high-AP low-TS (Proton Beam)

high-SP high-AP non-TS

## Anti Cruiser

high-SP low-AP low-TS (Cruiser Laser)

high-SP mid-AP low-TS (MWM, Cruiser Fast Missiles, Cruiser Plasma)

## Anti Frigate

mid-SP low-AP mid-TS

mid-SP mid-AP mid-TS (Frigate Beam Laser)

## Anti Fighters

low-SP low-AP high-TS (Defense Laser, Anti Fighter Missiles)

low-SP mid-AP high-TS

## Dual Roles

mid-SP low-AP high-TS (anti frigates, anti fighters)

mid-SP mid-AP high-TS (anti frigates, anti fighters) (Pulse Laser)

high-SP low-AP mid-TS (anti cruisers, anti frigates) (Ion Cannon)

high-SP mid-AP mid-TS (anti cruisers, anti frigates) (Rad Gun)

low-SP high-AP high-TS (anti tank, anti fighters)

mid-SP high-AP mid-TS (anti tank, anti frigates) (Cruiser Beam Laser, Fusion Beam)

high-SP high-AP low-TS (anti tank, anti cruisers)

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Range

Range can be broken down into 4 types, they are

Short Range (SR), with range > 600

Mid Range (MR), with range >=600 but < 900

Long Range (LR), with range >= 900 but <= 1200

Super Long Range (SLR), with range > 1200

Typically I will advise against weapon with SLR, they tend to kill diversity more than add while severely upset the balance of this game. So they will *NOT* be included in this guide.

When combined with breakpoints combination, we now has 57 different combination of weapons (19x3).

Or if we look at as categories, we now have 15 types of weapons (5*3).

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Putting in Numbers

## True Cost of Damage

Weapon module has 3 basic cost

Credit

Power

Crew

And provides 2 benefits

Damage

HP

To find the true cost of damage, we need to convert power and crew cost into credit.

Each Credit is worth 2.2 HP.

We know this empirically because reinforced crews are used in competitive play. The difference in cost between a reinforced crew and crew 2 is 55, while the difference in HP is 25. 55/25 = 2.2

Each Crew is worth 0.2 credits

Assuming perfect efficiency, we can

take the most efficient crew (micro crew)

take away it’s HP cost (50 - (75/2.2)) = 15.9

divided by total crew (15.9/80) = 0.2

Each Power is worth 2.32 credits

Assuming perfect efficiency, we can

take the most efficient power plant (power 1)

take away it’s HP cost (135 - (105/2.2)) = 87.3

add the cost of population 87.3+(28*0.2) = 92.9

divide by total power (92.9/40) = 2.32

Now we can calculate the true cost.

True Cost of Damage (TCoD) = Cost + (Power*2.32) + (Crew*0.2) - (HP/2.2)

Example 1: Cruiser Laser

Cost = 113

Power = 11

Crew = 4

HP = 100

TCoD = 113 + (11*2.32) + (4*0.2) - (100/2.2) = 93.87 credit

Example 2: Cruiser Plasma

Cost = 115

Power = 8

Crew = 18

HP = 105

TCoD = 115 + (8*2.32) + (18*0.2) - (105/2.2) = 89.42 credit

## “Best” Guns’ TCoD

The 6 cruiser guns that are used frequently in competitive plays are

*Cruiser Laser (93.87)

*Cruiser Plasma (89.42)

Multiple Warhead Missiles (MWM) (97.78)

Cruiser Fast Missiles (CFM) (118.34)

Cruiser Beam Laser (CBL) (103.68)

Cruiser Pulse Lasers (CPL) (95.38)

## Using Linear Trend Line

[b]**Basic assumptions

- A weapon’s damage should have a negative linear relationship with it’s range.
- Under rational decisions making, only the best guns get used[/b]

Skip this chapter if you do not believe these.

The purpose of a linear trend line is **NOT** to determine the variable of any individual cases. Rather it is use to show the general direction of where points should be.

While any weapon can be designed to have damage below or above the trend line, a valid reason should be present to warrant this adjustment. So for example, a weapon might have a 20% penalty from the trend line because it is a dual role weapon.

As I said in many posts, I do not believe in overly complex functions or multiple functions. Complexity obscure biased, while simplicity reveals them. Adjust from the trend line case by case allows the modder to see clearly when and why they make the change.

This specific trend line is derived by drawing a strait line from Cruiser Laser and Cruiser Plasma. Those two weapons are chosen because they

- Are the best single role/non missile guns in the game
- Accounts for vast majority of single role/non missile guns used.

The line must be drawn across the best guns because guns falling below the best will not get used.

To prevent very high damage at very low range, a solid cap has been place on 0.45 damage per credit.

## Trend Line Function

Key

Damage Rating = 1000*(damage/fire interval)

Function

Power = 0.904 - 0.00083*Range
If Power > 0.55, then Power = 0.55
Damage Rating = Power*TCoD

## Trend Line Implications

Now that we draw a line between CL and Plasma, let’s look at how other weapons fit

Beam Laser

Damage = 21.11

Trend Line Prediction 27.16

Difference 22.27%

Based on Beam Laser, we know that an Anti Tank/Anti Frigate gun will be used with 22.27% penalty from the Trend Line.

Pulse Laser

Damage = 20

Trend Line Prediction 38.51

Difference 48.07%

Based on Pulse Laser, we know that an Anti Frigate/Anti Fighter/Anti AA Armor gun will be used with 48.07% penalty from the Trend Line.

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Hull Bonus (cost, power, hull)

Assumption: The balance cost for HP remains at 2.2 HP/credit. While this is not true for a vastly overpowered race, it works well for balancing toward the original 4.

3 hull bonus affects total damage of a fleet, they are

Cost

Power

HP

It is strongly advise that you use a spreadsheet program (such as excel) to deal with these calculations

## Cost

Cost is not as strait forward as it seems. A cost reduction affects damage in 3 ways

Decrease the cost of Crew

Decrease the cost of Power

Decrease the cost of Damage before adjusting for Power/Crew

Intuitive this means if you reduce cost by 1/2, you get not only double base damage, but double HP. So if we assumes the marginal utility of HP remains at 2.2 HP/credit, then the TCoD will drop much greater then 1/2 (Down to around 20%).

Adjusted Cost of Crew (ACoC)

ACoC = (50*Cost Bonus - (75/2.2))/80

ACoC minimum caps at 0

Adjusted Cost of Power (ACoP)

ACoP = (135*Cost Bonus - (105/2.2)+(28*ACoC))/40

ACoP minimum caps at 0

Adjusted Cost of Damage (ACoD)

ACoD = Cost*Cost Bonus + (Power*ACoP) + (Crew*ACoC) - (HP/2.2)

## Hull

Assuming the marginal utility of HP remains at 2.2 HP/cost, HP increase damage by doing the following

Decrease the cost of Crew

Decrease the cost of Power

Decrease the cost of Damage before adjusting for Power/Crew

Adjusted Cost of Crew (ACoC)

ACoC = (50 - (75*HP bonus/2.2))/80

At 46.7% HP bonus, the cost of crew becomes 0 as the extra HP from the micro crew alone is enough to justify it’s use, so anything above 46.7% HP bonus means crew cost = 0.

**Note - Yes I do spam micro crews on Tribe**

Adjusted Cost of Power (ACoP)

ACoP = (135 - ((105*HP bonus)/2.2)+(28*ACoC))/40

Adjusted Cost of Damage (ACoD)

ACoD = Cost + (Power*ACoP) + (Crew*ACoC) - (HP*HP Bonus/2.2)

This means that for Tribe, the TCoD of a cruiser laser drops from 93.87 to 34.5. No wonder they can just skip defense and win by outgunning everyone.

## Power

A power bonus increases your damage by reducing the total cost of a gun, thereby increasing the total amount of guns.

ACoD = Cost + (Power*CoP/Power Bonus) + (Crew*CoC) - (HP/2.2)

So suppose a hull with power boost of 50%, the ACoD of Beam Laser will drop to 92.07

## Combining the 3

Here are the functions that combines Cost, HP, and Power to show it’s affects on TCoP.

Adjusted Cost of Crew (ACoC)

ACoC = (50*Cost Bonus - (75*HP Bonus/2.2))/80

ACoC minimum caps at 0

Adjusted Cost of Power (ACoP)

ACoP = (135*Cost Bonus - (105*HP Bonus/2.2)+(28*ACoC))/40

ACoP minimum caps at 0

Adjusted Cost of Damage (ACoD)

ACoD = Cost*Cost Bonus + (Power*ACoP/Power Bonus) + (Crew*ACoC) - (HP*HP Bonus/2.2)

If ACoD drops below 0, it means that the HP from weapon > 2.2 HP/credit, thus you would buy it to boost HP even if it deal no damage.

In practice It doesn’t mean you will still want to buy HP at 2.2 HP/credits, certainly no one buys HP at that price as Tribe. It just means the mod is vastly overpowered.

## Implications

Hull Boost does not cancel out with Cost boost. A cost reduction of 1/2 cannot be made up for with 1/2 HP. Because this means you can purchase the same amount of HP at the same price, and your damage increase by 2x. The TCoD Balance for a -50% hull is a -20% cost. Though the hull boost also affects HP of other modules (such as engine) which might warrant a cost reduction around 30%.

Power Boost offers very little cost reduction to a ship, even for a ship that primary uses Beam Laser.

Tribe is OP.

To be continued.